using System.Collections.Generic;
using System.Runtime.CompilerServices;
using Triton.Game.Mapping;

namespace Triton.Game.Data
{
	public class AchievementData
	{
		[CompilerGenerated]
		private int int_0;

		[CompilerGenerated]
		private string string_0;

		[CompilerGenerated]
		private string string_1;

		[CompilerGenerated]
		private int int_1;

		[CompilerGenerated]
		private int int_2;

		[CompilerGenerated]
		private List<RewardData> list_0;

		public int Id
		{
			[CompilerGenerated]
			get
			{
				return int_0;
			}
			[CompilerGenerated]
			private set
			{
				int_0 = value;
			}
		}

		public string Name
		{
			[CompilerGenerated]
			get
			{
				return string_0;
			}
			[CompilerGenerated]
			private set
			{
				string_0 = value;
			}
		}

		public string Description
		{
			[CompilerGenerated]
			get
			{
				return string_1;
			}
			[CompilerGenerated]
			private set
			{
				string_1 = value;
			}
		}

		public int CurProgress
		{
			[CompilerGenerated]
			get
			{
				return int_1;
			}
			[CompilerGenerated]
			private set
			{
				int_1 = value;
			}
		}

		public int MaxProgress
		{
			[CompilerGenerated]
			get
			{
				return int_2;
			}
			[CompilerGenerated]
			private set
			{
				int_2 = value;
			}
		}

		public List<RewardData> RewardData
		{
			[CompilerGenerated]
			get
			{
				return list_0;
			}
			[CompilerGenerated]
			private set
			{
				list_0 = value;
			}
		}

		public AchievementData(Achievement achievement)
		{
			Id = achievement.ID;
			Name = achievement.Name;
			Description = achievement.Description;
			CurProgress = achievement.m_progress;
			MaxProgress = achievement.m_maxProgress;
			RewardData = new List<RewardData>();
			if (achievement.m_rewards == null)
			{
				return;
			}
			foreach (Triton.Game.Mapping.RewardData reward in achievement.m_rewards)
			{
				RewardData.Add(new RewardData(reward));
			}
		}
	}
}
